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== System Changes == | == System Changes == | ||
* '''Input Bufer''' - | * '''Input Bufer''' - Combos and blockstrings have a buffer window that makes timing easier | ||
** '''3f''' extra after normals, '''4f''' extra after specials | |||
** Does not apply to a defensive button press, so frame-perfect punishes have not been made easier | |||
** Some normals appear to have a bug that affects their input buffer | |||
*** Decapre's 5LP/2LP are both +6 on hit, but buffered normals come out 1f early allowing for links into 7f attacks | |||
*** Elena's 5MK buffers the followup 1f late, so a link into 2MP/2MK won't work if buffered; link must be delayed to a frame-perfect timing | |||
*** Balrog cl.5LP and T. Hawk 2LK do not allow a followup to be buffered | |||
* '''Input Leniency''' - {{Dp}} (623) motions are much more strict, with the crouching DP input shortcut removes | * '''Input Leniency''' - {{Dp}} (623) motions are much more strict, with the crouching DP input shortcut removes | ||
** {{Qcf}} (236) inputs now take priority over {{Dp}} (623) inputs, making it even harder | ** {{Qcf}} (236) inputs now take priority over {{Dp}} (623) inputs, making it even harder | ||
* No '''Red Focus''' or '''Delayed Wakeup''' (mechanics introduced in USF4) | |||
** Omega characters can still delay wakeup against an Ultra character, since this mechanic is tied to the move that knocks down rather than the character waking up | |||
* '''Hard Knockdowns''' - most have been removed | * '''Hard Knockdowns''' - most have been removed | ||
** Supers, Ultras, and a few EX moves still cause HKD | ** Supers, Ultras, and a few EX moves still cause HKD | ||
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* '''Throws''' - 4f extra whiff recovery (20f > 24f), and slightly shorter range | * '''Throws''' - 4f extra whiff recovery (20f > 24f), and slightly shorter range | ||
** The range difference is barely noticeable, but may occasionally affect tick throws | ** The range difference is barely noticeable, but may occasionally affect tick throws | ||
* '''Movement''' changes | * '''Movement''' changes | ||
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*** A few of these are just reverting walkspeed buffs that were given in Ultra | *** A few of these are just reverting walkspeed buffs that were given in Ultra | ||
** Some jump speed/distance changes (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief) | ** Some jump speed/distance changes (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief) | ||
* '''Focus''' changes | * '''Focus''' changes | ||
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*** However, the backdash itself is usually a bit faster | *** However, the backdash itself is usually a bit faster | ||
{{Navbox-USFIV}} | {{Navbox-USFIV}} | ||
[[Category: Ultra Street Fighter IV]] | [[Category: Ultra Street Fighter IV]] | ||
[[Category: Street Fighter IV series]] | [[Category: Street Fighter IV series]] |
Revision as of 16:03, 17 April 2022

Omega Street Fighter IV
Omega Mode info
System Changes
- Input Bufer - Combos and blockstrings have a buffer window that makes timing easier
- 3f extra after normals, 4f extra after specials
- Does not apply to a defensive button press, so frame-perfect punishes have not been made easier
- Some normals appear to have a bug that affects their input buffer
- Decapre's 5LP/2LP are both +6 on hit, but buffered normals come out 1f early allowing for links into 7f attacks
- Elena's 5MK buffers the followup 1f late, so a link into 2MP/2MK won't work if buffered; link must be delayed to a frame-perfect timing
- Balrog cl.5LP and T. Hawk 2LK do not allow a followup to be buffered
- Input Leniency -
(623) motions are much more strict, with the crouching DP input shortcut removes
(236) inputs now take priority over
(623) inputs, making it even harder
- No Red Focus or Delayed Wakeup (mechanics introduced in USF4)
- Omega characters can still delay wakeup against an Ultra character, since this mechanic is tied to the move that knocks down rather than the character waking up
- Hard Knockdowns - most have been removed
- Supers, Ultras, and a few EX moves still cause HKD
- 2-Bar EX Moves - many characters have access to a 2-bar special attack
- These act almost like mini-supers, usually have a cinematic effect and some cause hard knockdowns
- Throws - 4f extra whiff recovery (20f > 24f), and slightly shorter range
- The range difference is barely noticeable, but may occasionally affect tick throws
- Movement changes
- Forward dashes are generally faster, and some travel farther/shorter distances
- Exceptions: Gen (Crane), Hakan (Oiled), Poison, and Zangief; Hugo's dash was slowed down
- Dash speed changes usually do not apply to Focus + Dash
- Some backdashes were normalized (for example - Rose slower, Chun/Decapre/Ibuki shorter distance)
- Some walkspeed changes (Gen, Guy, Ibuki, Ken, Seth, T. Hawk)
- A few of these are just reverting walkspeed buffs that were given in Ultra
- Some jump speed/distance changes (Adon, Cody, Elena, Gen, Guy, Hugo, Ibuki, Yang, Zangief)
- Forward dashes are generally faster, and some travel farther/shorter distances
- Focus changes
- Lv. 1 Focus Attack knocks down on hit/counterhit (except Oiled Hakan)
- FADC/Super cancel does not work from invincible meterless DPs on block
- Still works after EX reversals, and Ibuki can cancel her invincible MK Kazekiri into Air Super
- Focus + Backdash has no invincibility, and is usually airborne for a shorter time
- However, the backdash itself is usually a bit faster